What Role Can Smart Technology Play in Helping a Frustrated User?David Kinnear
David Kinnear created a presentation of his blog of the same title, to discuss the role of smart technology and increasing human reliability on the internet of things.
Gesture Gaming on the World Wide Web Using an Ordinary Web CameraIJERD Editor
- Gesture gaming is a method by which users having a laptop/pc/x-box play games using natural or
bodily gestures. This paper presents a way of playing free flash games on the internet using an ordinary webcam
with the help of open source technologies. Emphasis in human activity recognition is given on the pose
estimation and the consistency in the pose of the player. These are estimated with the help of an ordinary web
camera having different resolutions from VGA to 20mps. Our work involved giving a 10 second documentary to
the user on how to play a particular game using gestures and what are the various kinds of gestures that can be
performed in front of the system. The initial inputs of the RGB values for the gesture component is obtained by
instructing the user to place his component in a red box in about 10 seconds after the short documentary before
the game is finished. Later the system opens the concerned game on the internet on popular flash game sites like
miniclip, games arcade, GameStop etc and loads the game clicking at various places and brings the state to a
place where the user is to perform only gestures to start playing the game. At any point of time the user can call
off the game by hitting the esc key and the program will release all of the controls and return to the desktop. It
was noted that the results obtained using an ordinary webcam matched that of the Kinect and the users could
relive the gaming experience of the free flash games on the net. Therefore effective in game advertising could
also be achieved thus resulting in a disruptive growth to the advertising firms.
What Role Can Smart Technology Play in Helping a Frustrated User?David Kinnear
David Kinnear created a presentation of his blog of the same title, to discuss the role of smart technology and increasing human reliability on the internet of things.
Gesture Gaming on the World Wide Web Using an Ordinary Web CameraIJERD Editor
- Gesture gaming is a method by which users having a laptop/pc/x-box play games using natural or
bodily gestures. This paper presents a way of playing free flash games on the internet using an ordinary webcam
with the help of open source technologies. Emphasis in human activity recognition is given on the pose
estimation and the consistency in the pose of the player. These are estimated with the help of an ordinary web
camera having different resolutions from VGA to 20mps. Our work involved giving a 10 second documentary to
the user on how to play a particular game using gestures and what are the various kinds of gestures that can be
performed in front of the system. The initial inputs of the RGB values for the gesture component is obtained by
instructing the user to place his component in a red box in about 10 seconds after the short documentary before
the game is finished. Later the system opens the concerned game on the internet on popular flash game sites like
miniclip, games arcade, GameStop etc and loads the game clicking at various places and brings the state to a
place where the user is to perform only gestures to start playing the game. At any point of time the user can call
off the game by hitting the esc key and the program will release all of the controls and return to the desktop. It
was noted that the results obtained using an ordinary webcam matched that of the Kinect and the users could
relive the gaming experience of the free flash games on the net. Therefore effective in game advertising could
also be achieved thus resulting in a disruptive growth to the advertising firms.
what is Electronic-ink technology.
what is the variants of e-ink
what is the advantages of e-ink.
what is the disadvantages of e-ink.
difference between e-ink and e-paper
how does e-ink work?
what is electronic markets?
HoloLens Introduction and Technical SpecificationsAnyline
This presentation includes an intro to HoloLens' technical specifications, to its gesture control, the camera specs, how to program on HoloLens with Unity and directX and gives an overview of 2D and 3D apps. It was presented at the Vienna Computer Vision Meetup in August 2016.
SiiCS is a wearable and portable device that can convert any surface into an interactive touch screen and users can interact using natural finger gestures. SiiCS can recognize many objects from the real world and extract related information from the internet and either display it on the object itself or speak it out to the user in case of Visually impaired people. SiiCS derives its motivation from MIT Sixth sense technology, Microsoft surface and Nintendo Wii. The difference here is that SiiCS is dedicated to Visually impaired people and handicapped people apart from regular users.SiiCS represents the intersection of the Computer Science most significant concepts like Human Computer Interaction, Surface independent computing, Machine Vision & Object detection, Gestural computing and Text to speech systems. SiiCS is winner of Microsoft Imagine Cup Software Design Accessibility Innovation Award 2010 and is still in the pre beta stage.
Microsoft Hololens is the technology that combines the VR with the real world. The company claims that this so-called computer over the head, HoloLens can process TBs of data per second which is insanely huge number. This technology has a lot many application which can not be explained simply as such.
Now, the time is not very far when the world will be more like the sci-fi movie.
Will You Be Customer Worthy in 2012 part1 of 6 MRHoffman detailed notes NACCMClient X Client
Will You Be Customer Worthy in 2012 Detailed notes part 1 of 6 speaker notes contain narrative around 2012-13 predictions related to customer experience, CRM, marketing, sales, privacy and consumerism. Emphasis for part 1 is CONTEXT and local, how they affect experience in 2012-13 and how companies must manage Context
P-ISM was first featured at the 2003 ITU Telecom world held in Geneva, Switzerland
The P-ISM system was based on "low-cost electronic perception technology" produced by the San Jose, California, firm of Canesta
what is Electronic-ink technology.
what is the variants of e-ink
what is the advantages of e-ink.
what is the disadvantages of e-ink.
difference between e-ink and e-paper
how does e-ink work?
what is electronic markets?
HoloLens Introduction and Technical SpecificationsAnyline
This presentation includes an intro to HoloLens' technical specifications, to its gesture control, the camera specs, how to program on HoloLens with Unity and directX and gives an overview of 2D and 3D apps. It was presented at the Vienna Computer Vision Meetup in August 2016.
SiiCS is a wearable and portable device that can convert any surface into an interactive touch screen and users can interact using natural finger gestures. SiiCS can recognize many objects from the real world and extract related information from the internet and either display it on the object itself or speak it out to the user in case of Visually impaired people. SiiCS derives its motivation from MIT Sixth sense technology, Microsoft surface and Nintendo Wii. The difference here is that SiiCS is dedicated to Visually impaired people and handicapped people apart from regular users.SiiCS represents the intersection of the Computer Science most significant concepts like Human Computer Interaction, Surface independent computing, Machine Vision & Object detection, Gestural computing and Text to speech systems. SiiCS is winner of Microsoft Imagine Cup Software Design Accessibility Innovation Award 2010 and is still in the pre beta stage.
Microsoft Hololens is the technology that combines the VR with the real world. The company claims that this so-called computer over the head, HoloLens can process TBs of data per second which is insanely huge number. This technology has a lot many application which can not be explained simply as such.
Now, the time is not very far when the world will be more like the sci-fi movie.
Will You Be Customer Worthy in 2012 part1 of 6 MRHoffman detailed notes NACCMClient X Client
Will You Be Customer Worthy in 2012 Detailed notes part 1 of 6 speaker notes contain narrative around 2012-13 predictions related to customer experience, CRM, marketing, sales, privacy and consumerism. Emphasis for part 1 is CONTEXT and local, how they affect experience in 2012-13 and how companies must manage Context
P-ISM was first featured at the 2003 ITU Telecom world held in Geneva, Switzerland
The P-ISM system was based on "low-cost electronic perception technology" produced by the San Jose, California, firm of Canesta
Interactive Technology & Marketing In 2012tomchapman
We all are well versed with touch screens, and many have annoyed Siri with voice commands, but exciting developments are happening in the areas of gesture recognition, face detection, eye tracking, thought and smell. All of these available interactions will have a profound impact on the way people interact with technology, so much so that in the not too-distant future, we will interact with technology in the same way we interact with each other – naturally!
'Sixth Sense' is a wearable gestural interface that augments the physical world around us with digital information and lets us use natural hand gestures to interact with that information.
Prior to the start of the new year we published our 2017 trend framework (http://engage.epsilon.com/top-trends-for-2017) this document sets the foundation for how we identify macro trend territories that have the highest probability of creating new behaviors and empower consumers through the lens of Connection, Cognition & Immersion in the near future.
CES 2017 was our first opportunity to further validate the territories but more importantly identify some of the key tech trends that will have a major impact on marketing over the next few years. In the attached document you will find an in-depth review of key trends such as the impact a connected product ecosystem and how Alexa Voice Services are quickly positioning to scale quickly through 3rd party integrations. You will also find examples of new types of interfaces and input devices that may further lead to an ambient computing future.
2017 is also the turning point from “everything will be connected” to everything will be cognified”. The impact of artificial intelligence will be a big topic in 2017 and Epsilon is uniquely positioned to capitalize (look for more on this topic on January 19th via an industry AI op-ed). CES validated the idea of pervasive cognition as well as advancements via contextual assistants and object recognition. The rapidly developing immersion ecosystem built on full sensory immersion, spatial freedom and alternative interfaces also caught our attention.
Multi-Touch Tangible Interface; HCI trends, projects, and developmentJazmi Jamal
Lecture series on Multi-touch. Topic covers; History of HCI, Environment computing, Introduction to tangible interface, IT Project management, and multi-touch workshop. Created in Q1 2010
Abstract: The dramatic growth of smartphones in recent years, the challenge of limited energy capacity of these devices has not been solved satisfactorily. However, in the era of cloud computing, the limitation on energy capacity can be eased off in an efficient way by offloading heavy tasks to the cloud. It is important for smartphone and cloud computing developers to have insights into the energy cost of smartphone applications before implementing the offloading techniques.
In this paper, we evaluate the energy cost of multimedia applications on smartphones that are connected to Multimedia Cloud Computing (MCC). In other words, we investigate the feasibility of MCC. Specifically, we compared the energy costs for uploading and downloading a audio file to and from MCC with the energy costs of encoding the same audio file on a smartphone. The aforementioned comparison was performed by using HTTP and FTP Internet protocols with 3G and Wi-Fi network interfaces.
The increasingly sedentary lifestyle of young people is a cause of deep concern for parents and the walk to school offers one opportunity to increase the amount of exercise our children do. But the numbers of children walking to school is at an all-time low and car use on the rise. At the same time we have a growing understanding of the harmful effects of air pollution on our health. Walking to school would not only make for healthier kids, it would reduce traffic and create a healthier, safer environment. This paper describes the initial design and development of UKKO a novel persuasive game to encourage walking to school. UKKO uses real time environmental data, captured by the player, to create a virtual environment for a digital pet. The more the student walks and avoids areas of high pollution, the more healthy their pet.
Our poster at @britishHCI2015 on Designing a participatory sensing game with children with our game & device called UKKO which collects air quality data with an inspired Tamagotchi game.
http://dl.acm.org/citation.cfm?doid=2783446.2783602
After 4 years of researching, designing, developing and deploying solutions “in the wild” and completing his PhD in “Community Participation in Mobile Entertainment Services #CPiMES”, Mark now focuses his research around ‘gameful design’ solutions focused to enhance the user experience. Mark’s role as a Creative Technologist in the Media Innovation Studio, is to look at ways in which creative experiences, gameful design and technology can be used to generate data, encourage participation and educate. In his talk, Mark will review past projects released “in the wild” and present insights into ongoing work of relevance focusing on determining the role technology plays in inspiring social innovation.
Slides from todays' event around data and communities. Harnessing discussions around the what data means to you, collection of data, how data is represented and case studies around community data.
The utilisation of mobile augmented reality to display gallery
artworks or museum content in novel ways is a well-established
concept in the augmented reality research community. However,
the focus of these systems is generally technologically driven or
only addresses the end user and not the views of the gallery or the
original artist. In this paper we discuss the design and
development of the mobile application ‘Taking the Artwork
Home’, which allows people to digitally curate their own
augmented reality art exhibitions in their own homes by digitally
‘replacing’ the pictures they have on their walls with content from
the Peter Scott Gallery in Lancaster. In particular, we present the
insights gained from a research through design methodology that
allowed us to consider how the views of the gallery and artists
impacted on the system design and therefore the user experience.
Thus the final artifact is the result of an iterative evaluation
process with over 100 users representing a broad range of
demographics and continues to be evaluated/enhanced by
observing its operation ‘in the wild’. Further, we consider the
effect the project has had on gallery practices to enable both
augmented reality designers, and galleries and museums to
maximise the potential application of the technology when
working together on such projects.
It is well known by now, that the world has suffered an
economic downturn. This has led many governments and
organisations to invest resources into researching varying
strategies to combat such problem. For some time now,
governments have been promoting growth by encouraging local
spending; we have witnessed this through ‘shop local’
campaigns and local currencies. We introduce BARTER a
moBile sociAl netwoRking supporTing local Ethical tRading
system to tackle this issue, at it’s core an information system
that encompasses technology, social media and business
analytics are brought together to engage customers, traders and
citizens to spend locally by featuring the intrinsic and extrinsic
motivations of trading local. After situating BARTER at the
heart of the community (with varying traders in and around
Lancaster, UK) for some time, this presentation is a follow on from a
“BARTER Visualisations” design concept, reporting on the
progression and recent developments in the project. Whilst these
systems are in place within the community, further research is
being conducted to evaluate if revealing and transforming
transaction data in a playful and informative manner will help
citizens better understand the flow of money in the local
economy.
By taking common themes from Monopoly (ownership, development and wealth) and combining these with modern day society values such as spending locally and social capital. Local Property Trader seeks to educate civilian and business players the value of social media in selling, supporting the high street and creating greater customer relationships.
The traditional game of Monopoly is transformed into a location based platform for players and non players to truly see how their city evolves through play (both online and offline).
The Guardian newspaper recently reported about: towns of the future needing to offer something different to attract customers to the experience.
Similar to Monopoly at heart of LPT is the properties, however unlike Monopoly, LPT obtains its in game data from Twitter. This data is used directly in the game as social capital.
Presentation on the updates of BARTER. Outlining the need, issues and reasons. The presentations looks at the current stages of development of the mobile device to the online data sets of visualisations.
Presentation slides from talk given at MoMM2013 on a demo for designing mobile augmented reality interfaces in location based games.
Demo: http://www.youtube.com/watch?v=o2TRkRIpF7o
BARTER is a research project setup to record the flow of money in the local economy. BARTER trades are in place as an alternative to a local currency. In this first deck of slides the project is introduced with what we have achieved thus far and what we have planned in the pipeline.
Despite the ever expanding forms of digital
entertainment, there are still Television (TV, telly) shows and
events that create an audience desire to be part of a mass shared
experience. In the past direct inter-audience interaction of such
events has been restricted to either a shared location at the time
of broadcast or later discussions amongst friends and colleagues
often described as ‘water cooler moments’. With the advent of
online social networks that facilitate status updates these
moments can be instantly shared in real-time, creating a second
screen for direct interaction with TV. In this paper we investigate
the role of social media as the facilitator of second screen for TV,
through the analysis of tweets for weekend primetime UK TV
show the X-Factor. The results highlight the rich source of
information that can be extracted in real-time and its enormous
potential for broadcasters and producers both in terms of
reinvigorating live TV viewing and creating new forms of
audience interaction.
These slides are from the Physical Digital Games Seminar, Tampere 2013.
Time-wARpXplorer: creating a playful experience in an urban time warp
In the paper, we present a novel pervasive mobile game named Time-wARpXplorer (TARX) that comprises of a mobile client and an online authoring tool. The game was created to encourage visitors and locals to explore the city of Lancaster by travelling back in time and space to discover their immediate and distant surroundings. In particular, TARX combines exploration of past and present day by allowing players to warp back in time based on the players physical location. This time travel is linked to present day through the implementation of Foursquare’s checkin platform to further raise awareness of historic sites. The paper focuses on the design considerations and implementation of the novel mobile client (Time-wARpMachine) and the requirement these place on the online authoring tool (Xplorer Authoring Tool).
These slides are taken from the research publication "Using NFC Check-ins to
Crowd curate Music Preferences". It introduces a novel approach to the
crowd curation of ambient music played in venues facilitated by
NFC enabled check-ins. The system is know as ‘CheckinDJ’ and utilises NFC enabled objects that are linked to individual users social network accounts to create a music playlist for the venue based preferences of the customers currently present. In this
paper we present the design and operation of the system
currently deployed along with the future enhancements derived from preliminary user feedback.
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
Elizabeth Buie - Older adults: Are we really designing for our future selves?
EKKO: Paper based web connected objects & IoT
1. Paper-based web connected
objects and the Internet of
Things through EKKO
Over the last year, design research was
conducted to conceptualise an Internet enabled
object bookmark or paperclip. EKKO as its known
hangs off the edge of the print and connects the
print to the Internet. The readers’ mobile phone
acts as the ‘second screen’ to print, this
seperates the experience from the interaction. The
two devices must be paired before the user can
expeiernce the print. The user then selectes the
publication they wish to interact with and in turn
the server logs the users device ID as active and
sets their publication ready for consumption.
John Mills, Prof Paul Egglestone
Dr Mark Lochrie & Martin Skelly
The linking of objects to the Internet and the
utilisation of the ubiquitous mobile device as a
‘second screen’ opens up thousands of possible
interactions and content types. The paper clip
applies pressure to the conductive ink to ensure a
good connection. It has been prototyped with an
Electric Imp combined with a capacitance sensor
to measure the ink button presses, a small
rechargeable Li-Po battery and an LED for user
feedback. Once a sensor is pressed, the object
posts the sensor value to the webserver, which in
turn pushes the content for playback to the
mobile device. The server uses Pusher’s real time
API to manage connections and push content
to addressed mobile devices.
Going forward with the research
partners, each prototype
demonstrates how EKKO can be used
in varying scenarios. The first prototype
was to utilise the mobile’s audio capabilities.
The next is to utilise the screen and use the print
as a games controller to create a simple button
game. Other concepts were to explore the use of
extending the story through audio/video narratives: by
pressing the illustration on the print and you hear/see
insights into how it was conceived, or the purpose of the
character within the story. Other simplified solutions are to
use the print as a media controller to play, pause, stop
video and audio content.